/*************************************************************************/ /* fastnoise_lite.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "fastnoise_lite.h" FastNoiseLite::FastNoiseLite() { // Most defaults copied from the library. set_noise_type(TYPE_SIMPLEX_SMOOTH); set_seed(0); set_frequency(0.01); set_in_3d_space(false); set_fractal_type(FRACTAL_FBM); set_fractal_octaves(5); set_fractal_lacunarity(2.0); set_fractal_gain(0.5); set_fractal_weighted_strength(0.0); set_fractal_ping_pong_strength(2.0); set_cellular_distance_function(DISTANCE_EUCLIDEAN); set_cellular_return_type(RETURN_CELL_VALUE); set_cellular_jitter(0.45); set_domain_warp_enabled(false); set_domain_warp_type(DOMAIN_WARP_SIMPLEX); set_domain_warp_amplitude(30.0); set_domain_warp_frequency(0.05); set_domain_warp_fractal_type(DOMAIN_WARP_FRACTAL_PROGRESSIVE); set_domain_warp_fractal_octaves(5); set_domain_warp_fractal_lacunarity(6); set_domain_warp_fractal_gain(0.5); } FastNoiseLite::~FastNoiseLite() { } // General settings. void FastNoiseLite::set_noise_type(NoiseType p_noise_type) { noise_type = p_noise_type; _noise.SetNoiseType((_FastNoiseLite::NoiseType)p_noise_type); emit_changed(); notify_property_list_changed(); } FastNoiseLite::NoiseType FastNoiseLite::get_noise_type() const { return noise_type; } void FastNoiseLite::set_seed(int p_seed) { seed = p_seed; _noise.SetSeed(p_seed); emit_changed(); } int FastNoiseLite::get_seed() const { return seed; } void FastNoiseLite::set_frequency(real_t p_freq) { frequency = p_freq; _noise.SetFrequency(p_freq); emit_changed(); } real_t FastNoiseLite::get_frequency() const { return frequency; } void FastNoiseLite::set_in_3d_space(bool p_enable) { in_3d_space = p_enable; emit_changed(); } bool FastNoiseLite::is_in_3d_space() const { return in_3d_space; } void FastNoiseLite::set_offset(Vector3 p_offset) { offset = p_offset; emit_changed(); } Vector3 FastNoiseLite::get_offset() const { return offset; } void FastNoiseLite::set_color_ramp(const Ref &p_gradient) { color_ramp = p_gradient; if (color_ramp.is_valid()) { color_ramp->connect(SNAME("changed"), callable_mp(this, &FastNoiseLite::_changed)); emit_changed(); } } Ref FastNoiseLite::get_color_ramp() const { return color_ramp; } // Noise functions. real_t FastNoiseLite::get_noise_1d(real_t p_x) { return get_noise_2d(p_x, 0.0); } real_t FastNoiseLite::get_noise_2dv(Vector2 p_v) { return get_noise_2d(p_v.x, p_v.y); } real_t FastNoiseLite::get_noise_2d(real_t p_x, real_t p_y) { if (domain_warp_enabled) { _domain_warp_noise.DomainWarp(p_x, p_y); } return _noise.GetNoise(p_x + offset.x, p_y + offset.y); } real_t FastNoiseLite::get_noise_3dv(Vector3 p_v) { return get_noise_3d(p_v.x, p_v.y, p_v.z); } real_t FastNoiseLite::get_noise_3d(real_t p_x, real_t p_y, real_t p_z) { if (domain_warp_enabled) { _domain_warp_noise.DomainWarp(p_x, p_y, p_z); } return _noise.GetNoise(p_x + offset.x, p_y + offset.y, p_z + offset.z); } // Fractal. void FastNoiseLite::set_fractal_type(FractalType p_type) { fractal_type = p_type; _noise.SetFractalType((_FastNoiseLite::FractalType)p_type); emit_changed(); notify_property_list_changed(); } FastNoiseLite::FractalType FastNoiseLite::get_fractal_type() const { return fractal_type; } void FastNoiseLite::set_fractal_octaves(int p_octaves) { fractal_octaves = p_octaves; _noise.SetFractalOctaves(p_octaves); emit_changed(); } int FastNoiseLite::get_fractal_octaves() const { return fractal_octaves; } void FastNoiseLite::set_fractal_lacunarity(real_t p_lacunarity) { fractal_lacunarity = p_lacunarity; _noise.SetFractalLacunarity(p_lacunarity); emit_changed(); } real_t FastNoiseLite::get_fractal_lacunarity() const { return fractal_lacunarity; } void FastNoiseLite::set_fractal_gain(real_t p_gain) { fractal_gain = p_gain; _noise.SetFractalGain(p_gain); emit_changed(); } real_t FastNoiseLite::get_fractal_gain() const { return fractal_gain; } void FastNoiseLite::set_fractal_weighted_strength(real_t p_weighted_strength) { fractal_weighted_strength = p_weighted_strength; _noise.SetFractalWeightedStrength(p_weighted_strength); emit_changed(); } real_t FastNoiseLite::get_fractal_weighted_strength() const { return fractal_weighted_strength; } void FastNoiseLite::set_fractal_ping_pong_strength(real_t p_ping_pong_strength) { fractal_pinp_pong_strength = p_ping_pong_strength; _noise.SetFractalPingPongStrength(p_ping_pong_strength); emit_changed(); } real_t FastNoiseLite::get_fractal_ping_pong_strength() const { return fractal_pinp_pong_strength; } // Cellular. void FastNoiseLite::set_cellular_distance_function(CellularDistanceFunction p_func) { cellular_distance_function = p_func; _noise.SetCellularDistanceFunction((_FastNoiseLite::CellularDistanceFunction)p_func); emit_changed(); } FastNoiseLite::CellularDistanceFunction FastNoiseLite::get_cellular_distance_function() const { return cellular_distance_function; } void FastNoiseLite::set_cellular_jitter(real_t p_jitter) { cellular_jitter = p_jitter; _noise.SetCellularJitter(p_jitter); emit_changed(); } real_t FastNoiseLite::get_cellular_jitter() const { return cellular_jitter; } void FastNoiseLite::set_cellular_return_type(CellularReturnType p_ret) { cellular_return_type = p_ret; _noise.SetCellularReturnType((_FastNoiseLite::CellularReturnType)p_ret); emit_changed(); } FastNoiseLite::CellularReturnType FastNoiseLite::get_cellular_return_type() const { return cellular_return_type; } // Domain warp specific. void FastNoiseLite::set_domain_warp_enabled(bool p_enabled) { if (domain_warp_enabled != p_enabled) { domain_warp_enabled = p_enabled; emit_changed(); notify_property_list_changed(); } } bool FastNoiseLite::is_domain_warp_enabled() const { return domain_warp_enabled; } void FastNoiseLite::set_domain_warp_type(DomainWarpType p_domain_warp_type) { domain_warp_type = p_domain_warp_type; _domain_warp_noise.SetDomainWarpType((_FastNoiseLite::DomainWarpType)p_domain_warp_type); emit_changed(); } FastNoiseLite::DomainWarpType FastNoiseLite::get_domain_warp_type() const { return domain_warp_type; } void FastNoiseLite::set_domain_warp_amplitude(real_t p_amplitude) { domain_warp_amplitude = p_amplitude; _domain_warp_noise.SetDomainWarpAmp(p_amplitude); emit_changed(); } real_t FastNoiseLite::get_domain_warp_amplitude() const { return domain_warp_amplitude; } void FastNoiseLite::set_domain_warp_frequency(real_t p_frequency) { domain_warp_frequency = p_frequency; _domain_warp_noise.SetFrequency(p_frequency); emit_changed(); } real_t FastNoiseLite::get_domain_warp_frequency() const { return domain_warp_frequency; } void FastNoiseLite::set_domain_warp_fractal_type(DomainWarpFractalType p_domain_warp_fractal_type) { domain_warp_fractal_type = p_domain_warp_fractal_type; // This needs manual conversion because Godots Inspector property API does not support discontiguous enum indices. _FastNoiseLite::FractalType type; switch (p_domain_warp_fractal_type) { case DOMAIN_WARP_FRACTAL_NONE: type = _FastNoiseLite::FractalType_None; break; case DOMAIN_WARP_FRACTAL_PROGRESSIVE: type = _FastNoiseLite::FractalType_DomainWarpProgressive; break; case DOMAIN_WARP_FRACTAL_INDEPENDENT: type = _FastNoiseLite::FractalType_DomainWarpIndependent; break; default: type = _FastNoiseLite::FractalType_None; } _domain_warp_noise.SetFractalType(type); emit_changed(); } FastNoiseLite::DomainWarpFractalType FastNoiseLite::get_domain_warp_fractal_type() const { return domain_warp_fractal_type; } void FastNoiseLite::set_domain_warp_fractal_octaves(int p_octaves) { domain_warp_fractal_octaves = p_octaves; _domain_warp_noise.SetFractalOctaves(p_octaves); emit_changed(); } int FastNoiseLite::get_domain_warp_fractal_octaves() const { return domain_warp_fractal_octaves; } void FastNoiseLite::set_domain_warp_fractal_lacunarity(real_t p_lacunarity) { domain_warp_fractal_lacunarity = p_lacunarity; _domain_warp_noise.SetFractalLacunarity(p_lacunarity); emit_changed(); } real_t FastNoiseLite::get_domain_warp_fractal_lacunarity() const { return domain_warp_fractal_lacunarity; } void FastNoiseLite::set_domain_warp_fractal_gain(real_t p_gain) { domain_warp_fractal_gain = p_gain; _domain_warp_noise.SetFractalGain(p_gain); emit_changed(); } real_t FastNoiseLite::get_domain_warp_fractal_gain() const { return domain_warp_fractal_gain; } // Textures. Ref FastNoiseLite::get_image(int p_width, int p_height, bool p_invert) { bool grayscale = color_ramp.is_null(); Vector data; data.resize(p_width * p_height * (grayscale ? 1 : 4)); uint8_t *wd8 = data.ptrw(); // Get all values and identify min/max values. Vector values; values.resize(p_width * p_height); real_t min_val = 100; real_t max_val = -100; for (int y = 0, i = 0; y < p_height; y++) { for (int x = 0; x < p_width; x++, i++) { values.set(i, is_in_3d_space() ? get_noise_3d(x, y, 0.0) : get_noise_2d(x, y)); if (values[i] > max_val) { max_val = values[i]; } if (values[i] < min_val) { min_val = values[i]; } } } // Normalize values and write to texture. uint8_t value; for (int i = 0, x = 0; i < p_height; i++) { for (int j = 0; j < p_width; j++, x++) { if (max_val == min_val) { value = 0; } else { value = uint8_t(CLAMP((values[x] - min_val) / (max_val - min_val) * 255.f, 0, 255)); } if (p_invert) { value = 255 - value; } if (grayscale) { wd8[x] = value; } else { float luminance = value / 255.0; Color ramp_color = color_ramp->get_color_at_offset(luminance); wd8[x * 4 + 0] = uint8_t(CLAMP(ramp_color.r * 255, 0, 255)); wd8[x * 4 + 1] = uint8_t(CLAMP(ramp_color.g * 255, 0, 255)); wd8[x * 4 + 2] = uint8_t(CLAMP(ramp_color.b * 255, 0, 255)); wd8[x * 4 + 3] = uint8_t(CLAMP(ramp_color.a * 255, 0, 255)); } } } if (grayscale) { return memnew(Image(p_width, p_height, false, Image::FORMAT_L8, data)); } else { return memnew(Image(p_width, p_height, false, Image::FORMAT_RGBA8, data)); } } Ref FastNoiseLite::get_seamless_image(int p_width, int p_height, bool p_invert, real_t p_blend_skirt) { // Just return parent function. This is here only so Godot will properly document this function. return Noise::get_seamless_image(p_width, p_height, p_invert, p_blend_skirt); } void FastNoiseLite::_changed() { emit_changed(); } void FastNoiseLite::_bind_methods() { // General settings. ClassDB::bind_method(D_METHOD("set_noise_type", "type"), &FastNoiseLite::set_noise_type); ClassDB::bind_method(D_METHOD("get_noise_type"), &FastNoiseLite::get_noise_type); ADD_PROPERTY(PropertyInfo(Variant::INT, "noise_type", PROPERTY_HINT_ENUM, "Simplex,Simplex Smooth,Cellular,Perlin,Value Cubic,Value"), "set_noise_type", "get_noise_type"); ClassDB::bind_method(D_METHOD("set_seed", "seed"), &FastNoiseLite::set_seed); ClassDB::bind_method(D_METHOD("get_seed"), &FastNoiseLite::get_seed); ADD_PROPERTY(PropertyInfo(Variant::INT, "seed"), "set_seed", "get_seed"); ClassDB::bind_method(D_METHOD("set_frequency", "freq"), &FastNoiseLite::set_frequency); ClassDB::bind_method(D_METHOD("get_frequency"), &FastNoiseLite::get_frequency); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "frequency", PROPERTY_HINT_RANGE, ".001,1"), "set_frequency", "get_frequency"); ClassDB::bind_method(D_METHOD("set_in_3d_space", "enable"), &FastNoiseLite::set_in_3d_space); ClassDB::bind_method(D_METHOD("is_in_3d_space"), &FastNoiseLite::is_in_3d_space); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "in_3d_space"), "set_in_3d_space", "is_in_3d_space"); ClassDB::bind_method(D_METHOD("set_offset", "offset"), &FastNoiseLite::set_offset); ClassDB::bind_method(D_METHOD("get_offset"), &FastNoiseLite::get_offset); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "offset", PROPERTY_HINT_RANGE, "-999999999,999999999,1"), "set_offset", "get_offset"); ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &FastNoiseLite::set_color_ramp); ClassDB::bind_method(D_METHOD("get_color_ramp"), &FastNoiseLite::get_color_ramp); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp"); // Fractal. ADD_GROUP("Fractal", "fractal_"); ClassDB::bind_method(D_METHOD("set_fractal_type", "type"), &FastNoiseLite::set_fractal_type); ClassDB::bind_method(D_METHOD("get_fractal_type"), &FastNoiseLite::get_fractal_type); ADD_PROPERTY(PropertyInfo(Variant::INT, "fractal_type", PROPERTY_HINT_ENUM, "None,FBM,Ridged,Ping-Pong"), "set_fractal_type", "get_fractal_type"); ClassDB::bind_method(D_METHOD("set_fractal_octaves", "octave_count"), &FastNoiseLite::set_fractal_octaves); ClassDB::bind_method(D_METHOD("get_fractal_octaves"), &FastNoiseLite::get_fractal_octaves); ADD_PROPERTY(PropertyInfo(Variant::INT, "fractal_octaves", PROPERTY_HINT_RANGE, "1,10,1"), "set_fractal_octaves", "get_fractal_octaves"); ClassDB::bind_method(D_METHOD("set_fractal_lacunarity", "lacunarity"), &FastNoiseLite::set_fractal_lacunarity); ClassDB::bind_method(D_METHOD("get_fractal_lacunarity"), &FastNoiseLite::get_fractal_lacunarity); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_lacunarity"), "set_fractal_lacunarity", "get_fractal_lacunarity"); ClassDB::bind_method(D_METHOD("set_fractal_gain", "gain"), &FastNoiseLite::set_fractal_gain); ClassDB::bind_method(D_METHOD("get_fractal_gain"), &FastNoiseLite::get_fractal_gain); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_gain"), "set_fractal_gain", "get_fractal_gain"); ClassDB::bind_method(D_METHOD("set_fractal_weighted_strength", "weighted_strength"), &FastNoiseLite::set_fractal_weighted_strength); ClassDB::bind_method(D_METHOD("get_fractal_weighted_strength"), &FastNoiseLite::get_fractal_weighted_strength); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_weighted_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_fractal_weighted_strength", "get_fractal_weighted_strength"); ClassDB::bind_method(D_METHOD("set_fractal_ping_pong_strength", "ping_pong_strength"), &FastNoiseLite::set_fractal_ping_pong_strength); ClassDB::bind_method(D_METHOD("get_fractal_ping_pong_strength"), &FastNoiseLite::get_fractal_ping_pong_strength); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_ping_pong_strength"), "set_fractal_ping_pong_strength", "get_fractal_ping_pong_strength"); // Cellular. ADD_GROUP("Cellular", "cellular_"); ClassDB::bind_method(D_METHOD("set_cellular_distance_function", "func"), &FastNoiseLite::set_cellular_distance_function); ClassDB::bind_method(D_METHOD("get_cellular_distance_function"), &FastNoiseLite::get_cellular_distance_function); ADD_PROPERTY(PropertyInfo(Variant::INT, "cellular_distance_function", PROPERTY_HINT_ENUM, "Euclidean,Euclidean Squared,Manhattan,Hybrid"), "set_cellular_distance_function", "get_cellular_distance_function"); ClassDB::bind_method(D_METHOD("set_cellular_jitter", "jitter"), &FastNoiseLite::set_cellular_jitter); ClassDB::bind_method(D_METHOD("get_cellular_jitter"), &FastNoiseLite::get_cellular_jitter); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "cellular_jitter"), "set_cellular_jitter", "get_cellular_jitter"); ClassDB::bind_method(D_METHOD("set_cellular_return_type", "ret"), &FastNoiseLite::set_cellular_return_type); ClassDB::bind_method(D_METHOD("get_cellular_return_type"), &FastNoiseLite::get_cellular_return_type); ADD_PROPERTY(PropertyInfo(Variant::INT, "cellular_return_type", PROPERTY_HINT_ENUM, "Cell Value,Distance,Distance2,Distance2Add,Distance2Sub,Distance2Mul,Distance2Div"), "set_cellular_return_type", "get_cellular_return_type"); // Domain warp. ADD_GROUP("Domain Warp", "domain_warp_"); ClassDB::bind_method(D_METHOD("set_domain_warp_enabled", "domain_warp_enabled"), &FastNoiseLite::set_domain_warp_enabled); ClassDB::bind_method(D_METHOD("is_domain_warp_enabled"), &FastNoiseLite::is_domain_warp_enabled); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "domain_warp_enabled"), "set_domain_warp_enabled", "is_domain_warp_enabled"); ClassDB::bind_method(D_METHOD("set_domain_warp_type", "domain_warp_type"), &FastNoiseLite::set_domain_warp_type); ClassDB::bind_method(D_METHOD("get_domain_warp_type"), &FastNoiseLite::get_domain_warp_type); ADD_PROPERTY(PropertyInfo(Variant::INT, "domain_warp_type", PROPERTY_HINT_ENUM, "Simplex,Simplex Reduced,Basic Grid"), "set_domain_warp_type", "get_domain_warp_type"); ClassDB::bind_method(D_METHOD("set_domain_warp_amplitude", "domain_warp_amplitude"), &FastNoiseLite::set_domain_warp_amplitude); ClassDB::bind_method(D_METHOD("get_domain_warp_amplitude"), &FastNoiseLite::get_domain_warp_amplitude); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_amplitude"), "set_domain_warp_amplitude", "get_domain_warp_amplitude"); ClassDB::bind_method(D_METHOD("set_domain_warp_frequency", "domain_warp_frequency"), &FastNoiseLite::set_domain_warp_frequency); ClassDB::bind_method(D_METHOD("get_domain_warp_frequency"), &FastNoiseLite::get_domain_warp_frequency); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_frequency"), "set_domain_warp_frequency", "get_domain_warp_frequency"); ClassDB::bind_method(D_METHOD("set_domain_warp_fractal_type", "domain_warp_fractal_type"), &FastNoiseLite::set_domain_warp_fractal_type); ClassDB::bind_method(D_METHOD("get_domain_warp_fractal_type"), &FastNoiseLite::get_domain_warp_fractal_type); ADD_PROPERTY(PropertyInfo(Variant::INT, "domain_warp_fractal_type", PROPERTY_HINT_ENUM, "None,Progressive,Independent"), "set_domain_warp_fractal_type", "get_domain_warp_fractal_type"); ClassDB::bind_method(D_METHOD("set_domain_warp_fractal_octaves", "domain_warp_octave_count"), &FastNoiseLite::set_domain_warp_fractal_octaves); ClassDB::bind_method(D_METHOD("get_domain_warp_fractal_octaves"), &FastNoiseLite::get_domain_warp_fractal_octaves); ADD_PROPERTY(PropertyInfo(Variant::INT, "domain_warp_fractal_octaves", PROPERTY_HINT_RANGE, "1,10,1"), "set_domain_warp_fractal_octaves", "get_domain_warp_fractal_octaves"); ClassDB::bind_method(D_METHOD("set_domain_warp_fractal_lacunarity", "domain_warp_lacunarity"), &FastNoiseLite::set_domain_warp_fractal_lacunarity); ClassDB::bind_method(D_METHOD("get_domain_warp_fractal_lacunarity"), &FastNoiseLite::get_domain_warp_fractal_lacunarity); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_fractal_lacunarity"), "set_domain_warp_fractal_lacunarity", "get_domain_warp_fractal_lacunarity"); ClassDB::bind_method(D_METHOD("set_domain_warp_fractal_gain", "domain_warp_gain"), &FastNoiseLite::set_domain_warp_fractal_gain); ClassDB::bind_method(D_METHOD("get_domain_warp_fractal_gain"), &FastNoiseLite::get_domain_warp_fractal_gain); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_fractal_gain"), "set_domain_warp_fractal_gain", "get_domain_warp_fractal_gain"); ClassDB::bind_method(D_METHOD("_changed"), &FastNoiseLite::_changed); BIND_ENUM_CONSTANT(TYPE_VALUE); BIND_ENUM_CONSTANT(TYPE_VALUE_CUBIC); BIND_ENUM_CONSTANT(TYPE_PERLIN); BIND_ENUM_CONSTANT(TYPE_CELLULAR); BIND_ENUM_CONSTANT(TYPE_SIMPLEX); BIND_ENUM_CONSTANT(TYPE_SIMPLEX_SMOOTH); BIND_ENUM_CONSTANT(FRACTAL_NONE); BIND_ENUM_CONSTANT(FRACTAL_FBM); BIND_ENUM_CONSTANT(FRACTAL_RIDGED); BIND_ENUM_CONSTANT(FRACTAL_PING_PONG); BIND_ENUM_CONSTANT(DISTANCE_EUCLIDEAN); BIND_ENUM_CONSTANT(DISTANCE_EUCLIDEAN_SQUARED); BIND_ENUM_CONSTANT(DISTANCE_MANHATTAN); BIND_ENUM_CONSTANT(DISTANCE_HYBRID); BIND_ENUM_CONSTANT(RETURN_CELL_VALUE); BIND_ENUM_CONSTANT(RETURN_DISTANCE); BIND_ENUM_CONSTANT(RETURN_DISTANCE2); BIND_ENUM_CONSTANT(RETURN_DISTANCE2_ADD); BIND_ENUM_CONSTANT(RETURN_DISTANCE2_SUB); BIND_ENUM_CONSTANT(RETURN_DISTANCE2_MUL); BIND_ENUM_CONSTANT(RETURN_DISTANCE2_DIV); BIND_ENUM_CONSTANT(DOMAIN_WARP_SIMPLEX); BIND_ENUM_CONSTANT(DOMAIN_WARP_SIMPLEX_REDUCED); BIND_ENUM_CONSTANT(DOMAIN_WARP_BASIC_GRID); BIND_ENUM_CONSTANT(DOMAIN_WARP_FRACTAL_NONE); BIND_ENUM_CONSTANT(DOMAIN_WARP_FRACTAL_PROGRESSIVE); BIND_ENUM_CONSTANT(DOMAIN_WARP_FRACTAL_INDEPENDENT); } void FastNoiseLite::_validate_property(PropertyInfo &property) const { if (property.name.begins_with("cellular") && get_noise_type() != TYPE_CELLULAR) { property.usage = PROPERTY_USAGE_NO_EDITOR; return; } if (property.name != "fractal_type" && property.name.begins_with("fractal") && get_fractal_type() == FRACTAL_NONE) { property.usage = PROPERTY_USAGE_NO_EDITOR; return; } if (property.name == "fractal_ping_pong_strength" && get_fractal_type() != FRACTAL_PING_PONG) { property.usage = PROPERTY_USAGE_NO_EDITOR; return; } if (property.name != "domain_warp_enabled" && property.name.begins_with("domain_warp") && !domain_warp_enabled) { property.usage = PROPERTY_USAGE_NO_EDITOR; return; } }